Rellit's Reapers (3.5e Class)

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All go by the name "Rellit" (řeлït). As a group, they are "The Reapers". Reapers use a Psychic long-knife, similar to a Soulknife's, and two eight shot revolvers, the 'P-53 Colt Wadjyt', and have minor psychic ability's. The Reapers are a cult, formed by a man named Relit Braun (ancestor to Roger Braun) to combat an insane warlord in early post-Vackel Sevatim.

Reapers are relatively versatile, being able to fight in both ranged and melee combat effectively. They are typically stronger at ranged combat, but will keep close so that they can utilize their shorter ranged abilities.

Abilities: Dexterity is important, for accuracy with the Wadjyts, and Wisdom is important for their psychic abilities, and to summon bullets.

Races: Human only. Relit was human, and the cult will not accept non-humans.

Psychic Blade (Su): As a move action, Rellit can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Reaper materializes a Medium Psychic Blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/×2). Reapers who are smaller or larger than Medium create Psychic Blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Psychic Blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, Rellit can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A Psychic Blade is considered a magic weapon for the purpose of overcoming damage reduction.

Rellit’s Psychic Blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the Psychic Blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), Rellit can attempt to sustain his Psychic Blade by making a DC 20 Will save. On a successful save, Rellit maintains his Psychic Blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Psychic Blade vanishes. As a move action on his turn, Rellit attempt a new Will save to rematerialize his Psychic Blade while he remains within the psionics negating effect.

Wadjyts: Rellits begins play with one masterwork P-53 Colt Wadjyt. The Wadjyt does not impact the starting gold of the Reaper.

Augment Shot (Ex): Rellit may focus hard on an attack to improve its effectiveness. 4/day, he may make Augment a shot made with his Wadjyt. An Augmented shot will deal an additional 1d6 damage, and has an additional +5 to-hit. At each odd level afterwords, he gains an additional 2 uses per day.

Quick Shot (Ex): At level 2, Rellit may make a Quick Shot. By expending one use of Augment Shot, he may make one attack as a swift action at max BAB

Summon Bullets (Ps): At 3rd level, Rellit may summon additional bullets for his Wadjyt without having to purchase them. As a Move Action that provokes Attacks of Opportunity, Rellit may summon a number of bullets equal to Wisdom mod ×8. This may not exceed Class Level ×8 bullets, and he can only do this once every 10 − Wis mod rounds (minimum 3).

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every fourth level (8th, 12th, 16th, and 20th). If Rellit gets a sneak attack bonus from another source the bonuses on damage stack.

The number of times a Reaper can manifest powers in a day is limited only by his daily power points.

A Reaper simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

Evasion (Ex): At 6th level, Rellit can avoid even magical and unusual attacks with great agility. If he makes a successful Reflexsaving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Rellit is wearing light armor or no armor. A helpless Reaper does not gain the benefit of evasion.

Combat Style (Ex): At level 6, Rellit begins training in specialized combat forms. He may select of style from the list below to gain the benifit from. Once he has chosen, he may not change his style.

Commando: +5 Move Silently

Pistolera: +5 Bluff

Adventurer: +5 Survival

Soldier: +5 Balance

Scout: +5 Search

Assassin: +5 Hide

Duelist: +5 Tumble

Burst (Ex): At level 6, Rellit may fire a Burst of bullets. As a Standard Action, he may expend one use of Augment Shot to fire 3 shots at his maximum BAB, with a −4 to-hit with all of them. If he makes a Full Attack in conjunction with Burst, it replaces the second attack.

Aimed Shot (Ex): At level 8, Rellit may make an incredibly accurate shot. As a Standard Action that provokes an Attack of Opprotunity, he may expend one use Augment Shot to add all of his BAB onto one shot.

Vampyrik Knife (Su): At level 8, Rellit's Psychic Blade is imbued with Vampyrik power. He deals an additional 1d6 damage, and is healed for the same amount. At every fourth level, you get an increase in damage.

Summon Explosive Rounds (Ps): At 9th level, Rellit may begin summoning specialized bullets. In addition to regular bullets, Rellit may summon Explosive Rounds. Explosive Rounds deal an additional 1d8 of damage, but have a −2 to-hit. Whenever you summon specialized bullets, you can only summon half the number you would be able to normally.

Snipe (Ex): At level 10, Rellit may take a slow, accurate shot to hit a specific part of the target. As a Full Action that provokes an Attack of Opportunity, he may expend one use of Augment Shot to snipe a target and get a +3 to critical hit range that stacks.

Improved Combat Style (Ex): At level 10, Rellit has specialized his combat form more. He gains the ability listed for the style he chose at 6th level

Commando: +5 Aimed Shot damage

Pistolera: +5 Quick Shot to-hit

Adventurer: +5 Snipe to-hit

Soldier: +2 Burst to-hit and +1 damage per bullet with burst

Scout: +1d6 Damage and +3 to-hit with Psychic Blade

Assassin: +1 Damage and +5 to-hit with Psychic Blade

Duelist: May wield the Wadjyt and Psychic Blade at the same time, and get +2 to-hit with the Psychic Blade and Wadjyt

Throw Psychic Blade (Ex): At 11th level or higher, Rellit can throw his Psychic Blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown Psychic Blade then dissipates.

Summon Fragmentation Rounds (Ps): At 12th level, Rellit may begin summoning Fragmentation Rounds. Fragmentation Rounds deal 1d4 damage in a 20 foot cone. The cone is blocked by foes. Any foes in the cone may make a Reflex save, DC 10 + class level, to take half damage. This may be used on an adjacent foe as a regular attack; if so, you get a −1 to-hit, and the target must make a Fortitude check, DC 15 + class level, or be Dazed for 1 round.

Greater Combat Style (Ex): At level 16, Rellit has perfected his specialization. He gains the ability listed for the style he chose at 6th level

Commando: +1d6 Damage and +3 to-hit with Psychic Blade

Pistolera: Reloading the Wadjyt is only a swift action.

Adventurer: +3 Damage and +3 to-hit with Psychic Blade

Soldier: Fire 1 additional bullet with Burst.

Scout: +10 move speed.

Assassin: +2d6 Sneak Attack

Duelist: +2 to damage with the Psychic Blade and Wadjyt, and doesn't provoke attacks of opportunity when firing her Wadjyt as long as she has her Psychic Blade in her other hand.

Empty Cylinder (Ex): At level 19, Rellit may fire all of the bullets remaining in his Wadjyt at one foe. As a Full Action, he may expend one use of Augment Shot to fire every round remaining in his cylinder at his minimum BAB +10, with a -1 for each consecutive shot.

Silver Lightning (Ps): At 20th level, Rellit may begin summoning Silver Lightning rounds. SL rounds deal 1d6+2 additional damage, and negate 5 points of the enemy's AC (to a minimum of their touch AC). However, you can only summon them 2 at a time (up to 16 per day), and you can only own 8 at a time.

Other Classes: Reapers get along well with Rangers and Rogues, mainly because they are so similar. However, Soulknives tend to be a bit irritated by them because they "stole" their main feature, and rangers are a bit touchy with them because of the unnatural Wadjyt. They tend to torque the wrong way with Druids in a big way over the same problem.

Combat: Varies. Usually very similar to the Rogue, but using ranged attacks. The Combat Styles are indicative of how the Reaper fights. Commandos and Adventurers use both the Wadjyt and Psychic Blade. The Duelist is unique because it uses the two of them at the same time, allowing for some interesting tactics. Pistoleras and Soldiers both almost solely use their pistols, and Assassins and Scouts almost solely use their Psychic Blade.

Advancement: Very few Reapers will join PrCs or multiclass, but when they do the usually go rogue, scout, or lurk.

—Relit, founder, (While charging, propelled by an explosion, into a group of three giants. He won)

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: Relit, founder the Reapers. He was slightly insane (as noted by above quote), and was extremely powerful. His grandfather was a Verrück warlord who was driven insane and. The Reapers were formed to stop his grandfather when he attempted to take over the world. They have since evolved into a Vigilante group, present throughout southeastern Paramýth.

Organizations: There is little to no organization. They will, however, team up occasionally to to take out a major target.

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.